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616 Commits over 638 Days - 0.04cph!

Yesterday
update SetRenderFunc calls
3 Days Ago
RRP contact shadows fixes
3 Days Ago
oops
3 Days Ago
add debug layer for contact shadows
3 Days Ago
set up RRP renderer datas for skinviewer cameras
3 Days Ago
fix broken water reflections when using DLSS or render scaling
4 Days Ago
Fix white preview player eyes in bandit camp/areas with atmosphere volumes (shader data lingering from main camera)
4 Days Ago
bring skinviewer viewmodel rendering changes to RRP
5 Days Ago
temp fix
5 Days Ago
merge from main
5 Days Ago
fix missing resource reset
6 Days Ago
RRP contact shadows
6 Days Ago
fix underwater post processing not working in proc map
10 Days Ago
fix foliage displacement feature causing scene view issues, avoid drawing viewmodel feature outside of the game view
10 Days Ago
add PerformanceText line for Rust Render Pipeline when enabled, getting harder to tell visually which pipeline we're using
10 Days Ago
RRP: water surfaces receive light from all light sources now, not just sun (forward+ lighting)
10 Days Ago
fix missing function in RRP billboard light
11 Days Ago
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
11 Days Ago
RRP BillboardLight logic consistency fix with BRP
11 Days Ago
tweak
11 Days Ago
fix active state for underwater effect not propagating
12 Days Ago
unity 6 VolumeManager fixes
12 Days Ago
DeployGuides: more explicit depth/stencil format
12 Days Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
12 Days Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
13 Days Ago
further RRP particle/billboard lighting
13 Days Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
14 Days Ago
remove extra semicolon
14 Days Ago
fix g-buffer inconsistency for skin shading between BiRP and RRP
14 Days Ago
prefab merge fix, will need to redo this
14 Days Ago
further fixes
14 Days Ago
fixes
14 Days Ago
merge from main
14 Days Ago
progress on billboard/particle lighting conversion to RRP
17 Days Ago
merge from lod_baker
17 Days Ago
lod baker: write output textures as tga instead of png
19 Days Ago
increase censorship pixelation size with decreasing camera FOV (binoculars, etc) to account for further away stuff taking up more screen area
19 Days Ago
add optional override for pixelation censorship pixel size, override it for player preview so it looks correct
19 Days Ago
scene fix
19 Days Ago
finalize RRP underwater post processing
21 Days Ago
lod baker: distinguish identical mesh names
23 Days Ago
fix missing shader parameter used by post process effects
24 Days Ago
underwater post effect initial
26 Days Ago
remove debug print in WaterRendererFeature
26 Days Ago
organize deploy guide renderer feature code, fix LocalKeyword error when first bringing out a deploy guide
27 Days Ago
the big sync
28 Days Ago
fix player_model changes stomped in merge
28 Days Ago
merge from main
29 Days Ago
- implement refraction pass after regular transparents - implement RenderPipelineSwitchNode and RenderPipelineCondition behaviours to toggle game objects depending on active render pipeline - get player censorship working in RRP and keep it working in BiRP thru the new behaviors above
33 Days Ago
add RustForwardOpaque lightmode to opaque geometry pass